phosphor.fsh
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#version 110
uniform sampler2D DiffuseSampler;
uniform sampler2D PrevSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
uniform vec2 InSize;
uniform vec3 Phosphor;
void main() {
vec4 CurrTexel = texture2D(DiffuseSampler, texCoord);
vec4 PrevTexel = texture2D(PrevSampler, texCoord);
gl_FragColor = vec4(max(PrevTexel.rgb * Phosphor, CurrTexel.rgb), 1.0);
}